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search.py
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search.py
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# search.py
# ---------
# Licensing Information: You are free to use or extend these projects for
# educational purposes provided that (1) you do not distribute or publish
# solutions, (2) you retain this notice, and (3) you provide clear
# attribution to UC Berkeley, including a link to http://ai.berkeley.edu.
#
# Attribution Information: The Pacman AI projects were developed at UC Berkeley.
# The core projects and autograders were primarily created by John DeNero
# ([email protected]) and Dan Klein ([email protected]).
# Student side autograding was added by Brad Miller, Nick Hay, and
# Pieter Abbeel ([email protected]).
"""
In search.py, you will implement generic search algorithms which are called by
Pacman agents (in searchAgents.py).
"""
import util
class SearchProblem:
"""
This class outlines the structure of a search problem, but doesn't implement
any of the methods (in object-oriented terminology: an abstract class).
You do not need to change anything in this class, ever.
"""
def getStartState(self):
"""
Returns the start state for the search problem.
"""
util.raiseNotDefined()
def isGoalState(self, state):
"""
state: Search state
Returns True if and only if the state is a valid goal state.
"""
util.raiseNotDefined()
def getSuccessors(self, state):
"""
state: Search state
For a given state, this should return a list of triples, (successor,
action, stepCost), where 'successor' is a successor to the current
state, 'action' is the action required to get there, and 'stepCost' is
the incremental cost of expanding to that successor.
"""
util.raiseNotDefined()
def getCostOfActions(self, actions):
"""
actions: A list of actions to take
This method returns the total cost of a particular sequence of actions.
The sequence must be composed of legal moves.
"""
util.raiseNotDefined()
def tinyMazeSearch(problem):
"""
Returns a sequence of moves that solves tinyMaze. For any other maze, the
sequence of moves will be incorrect, so only use this for tinyMaze.
"""
from game import Directions
s = Directions.SOUTH
w = Directions.WEST
return [s, s, w, s, w, w, s, w]
def depthFirstSearch(problem):
"""
Search the deepest nodes in the search tree first.
Your search algorithm needs to return a list of actions that reaches the
goal. Make sure to implement a graph search algorithm.
To get started, you might want to try some of these simple commands to
understand the search problem that is being passed in:
print "Start:", problem.getStartState()
print "Is the start a goal?", problem.isGoalState(problem.getStartState())
print "Start's successors:", problem.getSuccessors(problem.getStartState())
"""
fringe = util.Stack()
fringe.push((problem.getStartState(), [] , []))
while not fringe.isEmpty():
node, actions, visited = fringe.pop()
for coord, direction, steps in problem.getSuccessors(node):
if not coord in visited:
if problem.isGoalState(coord):
return actions + [direction]
fringe.push((coord, actions + [direction], visited + [node] ))
return []
util.raiseNotDefined()
def breadthFirstSearch(problem):
"""Search the shallowest nodes in the search tree first."""
fringe = util.Queue()
fringe.push( (problem.getStartState(), []) )
visited = []
while not fringe.isEmpty():
node, actions = fringe.pop()
for coord, direction, steps in problem.getSuccessors(node):
if not coord in visited:
if problem.isGoalState(coord):
return actions + [direction]
fringe.push((coord, actions + [direction]))
visited.append(coord)
return []
util.raiseNotDefined()
def uniformCostSearch(problem):
"""Search the node of least total cost first."""
fringe = util.PriorityQueue()
fringe.push( (problem.getStartState(), []), 0)
explored = []
while not fringe.isEmpty():
node, actions = fringe.pop()
if problem.isGoalState(node):
return actions
explored.append(node)
for coord, direction, steps in problem.getSuccessors(node):
if not coord in explored:
new_actions = actions + [direction]
fringe.push((coord, new_actions), problem.getCostOfActions(new_actions))
return []
util.raiseNotDefined()
def nullHeuristic(state, problem=None):
"""
A heuristic function estimates the cost from the current state to the nearest
goal in the provided SearchProblem. This heuristic is trivial.
"""
return 0
def aStarSearch(problem, heuristic=nullHeuristic):
"""Search the node that has the lowest combined cost and heuristic first."""
closedset = []
fringe = util.PriorityQueue()
start = problem.getStartState()
fringe.push( (start, []), heuristic(start, problem))
while not fringe.isEmpty():
node, actions = fringe.pop()
if problem.isGoalState(node):
return actions
closedset.append(node)
for coord, direction, cost in problem.getSuccessors(node):
if not coord in closedset:
new_actions = actions + [direction]
score = problem.getCostOfActions(new_actions) + heuristic(coord, problem)
fringe.push( (coord, new_actions), score)
return []
util.raiseNotDefined()
# Abbreviations
bfs = breadthFirstSearch
dfs = depthFirstSearch
astar = aStarSearch
ucs = uniformCostSearch